1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 03:56:10 +08:00
Files
hl2sdk/public/const.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

502 lines
18 KiB
C
Raw Permalink Normal View History

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef CONST_H
#define CONST_H
#ifdef _WIN32
#pragma once
#endif
#include "platform.h"
// the command line param that tells the engine to use steam
#define STEAM_PARM "-steam"
// the command line param to tell dedicated server to restart
// if they are out of date
#define AUTO_RESTART "-autoupdate"
// the message a server sends when a clients steam login is expired
#define INVALID_STEAM_TICKET "Invalid STEAM UserID Ticket\n"
#define INVALID_STEAM_LOGON "No Steam logon\n"
#define INVALID_STEAM_VACBANSTATE "VAC banned from secure server\n"
#define INVALID_STEAM_LOGGED_IN_ELSEWHERE "This Steam account is being used in another location\n"
// This is the default, see shareddefs.h for mod-specific value, which can override this
#define DEFAULT_TICK_INTERVAL (1.0f / 60.0f) // 16.666667 msec is the default
#define MINIMUM_TICK_INTERVAL (0.001)
#define MAXIMUM_TICK_INTERVAL (0.1)
// This is the max # of players the engine can handle
// Note, must be power of 2
#define ABSOLUTE_PLAYER_LIMIT 64
#define ABSOLUTE_PLAYER_LIMIT_DW ( (ABSOLUTE_PLAYER_LIMIT/32) + 1 )
#if ABSOLUTE_PLAYER_LIMIT > 32
#define CPlayerBitVec CBitVec<ABSOLUTE_PLAYER_LIMIT>
#else
#define CPlayerBitVec CDWordBitVec
#endif
// a player name may have 31 chars + 0 on the PC.
// the 360 only allows 15 char + 0, but stick with the larger PC size for cross-platform communication
#define MAX_PLAYER_NAME_LENGTH 32
#ifdef _X360
#define MAX_PLAYERS_PER_CLIENT XUSER_MAX_COUNT // Xbox 360 supports 4 players per console
#else
#define MAX_PLAYERS_PER_CLIENT 1 // One player per PC
#endif
#define MAX_MAP_NAME 32
#define MAX_NETWORKID_LENGTH 64 // num chars for a network (i.e steam) ID
// BUGBUG: Reconcile with or derive this from the engine's internal definition!
// FIXME: I added an extra bit because I needed to make it signed
#define SP_MODEL_INDEX_BITS 11
// How many bits to use to encode an edict.
2023-10-16 22:01:20 +03:00
#define MAX_EDICT_BITS 14 // # of bits needed to represent max edicts
// Max # of edicts in a level
#define MAX_EDICTS (1<<MAX_EDICT_BITS)
// How many bits to use to encode an server class index
#define MAX_SERVER_CLASS_BITS 9
// Max # of networkable server classes
#define MAX_SERVER_CLASSES (1<<MAX_SERVER_CLASS_BITS)
#define SIGNED_GUID_LEN 32 // Hashed CD Key (32 hex alphabetic chars + 0 terminator )
// Used for networking ehandles.
#define NUM_ENT_ENTRY_BITS (MAX_EDICT_BITS + 2)
#define NUM_ENT_ENTRIES (1 << NUM_ENT_ENTRY_BITS)
#define INVALID_EHANDLE_INDEX 0xFFFFFFFF
#define NUM_SERIAL_NUM_BITS 17 // (32 - NUM_ENT_ENTRY_BITS)
#define NUM_SERIAL_NUM_SHIFT_BITS (32 - NUM_SERIAL_NUM_BITS)
#define ENT_ENTRY_MASK (( 1 << NUM_SERIAL_NUM_BITS) - 1)
// Networked ehandles use less bits to encode the serial number.
#define NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS 10
#define NUM_NETWORKED_EHANDLE_BITS (MAX_EDICT_BITS + NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS)
#define INVALID_NETWORKED_EHANDLE_VALUE ((1 << NUM_NETWORKED_EHANDLE_BITS) - 1)
// This is the maximum amount of data a PackedEntity can have. Having a limit allows us
// to use static arrays sometimes instead of allocating memory all over the place.
#define MAX_PACKEDENTITY_DATA (16384)
// This is the maximum number of properties that can be delta'd. Must be evenly divisible by 8.
#define MAX_PACKEDENTITY_PROPS (4096)
// a client can have up to 4 customization files (logo, sounds, models, txt).
#define MAX_CUSTOM_FILES 4 // max 4 files
#define MAX_CUSTOM_FILE_SIZE 131072
//
// Constants shared by the engine and dlls
// This header file included by engine files and DLL files.
// Most came from server.h
// CBaseEntity::m_fFlags
2025-05-12 01:41:11 +03:00
enum Flags_t : uint32
{
2025-08-02 16:08:21 +02:00
// PLAYER SPECIFIC FLAGS
FL_ONGROUND = (1u << 0), // At rest / on the ground
FL_DUCKING = (1u << 1), // Player flag -- Player is fully crouched
FL_WATERJUMP = (1u << 2), // player jumping out of water
// FL_EMPTY = (1u << 3),
FL_BOT = (1u << 4), // Fake client controlled pawn entity, mostly referenced in movement related code
FL_FROZEN = (1u << 5), // Player is frozen for 3rd person camera
FL_ATCONTROLS = (1u << 6), // Player can't move, but keeps key inputs for controlling another entity
FL_CLIENT = (1u << 7), // Is a player
FL_FAKECLIENT = (1u << 8), // Fake client, simulated server side. Mainly set on controllers
// FL_EMPTY = (1u << 9),
2025-05-12 01:41:11 +03:00
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
2025-08-02 16:08:21 +02:00
FL_FLY = (1u << 10), // Changes the SV_Movestep() behavior to not need to be on ground
FL_SUPPRESS_SAVE = (1u << 11),
FL_IN_VEHICLE = (1u << 12),
FL_IN_VEHICLE_TRANSPORT = (1u << 13),
FL_GODMODE = (1u << 14),
FL_NOTARGET = (1u << 15),
FL_AIMTARGET = (1u << 16), // set if the crosshair needs to aim onto the entity
// FL_EMPTY = (1u << 17),
FL_STATICPROP = (1u << 18), // Eetsa static prop!
// FL_EMPTY = (1u << 19),
FL_GRENADE = (1u << 20),
// FL_EMPTY = (1u << 21),
FL_DONTTOUCH = (1u << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
FL_BASEVELOCITY = (1u << 23),
FL_CONVEYOR = (1u << 24),
FL_OBJECT = (1u << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example.
// FL_EMPTY = (1u << 26),
FL_ONFIRE = (1u << 27), // You know...
FL_DISSOLVING = (1u << 28), // We're dissolving!
FL_TRANSRAGDOLL = (1u << 29), // In the process of turning into a client side ragdoll.
FL_UNBLOCKABLE_BY_PLAYER = (1u << 30) // pusher that can't be blocked by the player
// FL_EMPTY = (1u << 31),
2025-05-12 01:41:11 +03:00
};
// edict->movetype values
2025-05-12 01:41:11 +03:00
enum MoveType_t : uint8
{
MOVETYPE_NONE = 0, // never moves
2023-09-16 22:13:16 +03:00
MOVETYPE_OBSOLETE, // Previously isometric movetype
MOVETYPE_WALK, // Player only - moving on the ground
MOVETYPE_FLY, // No gravity, but still collides with stuff
MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity
MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
MOVETYPE_PUSH, // no clip to world, push and crush
MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
2023-09-16 22:13:16 +03:00
MOVETYPE_LADDER, // Used by players only when going onto a ladder
MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
// should always be defined as the last item in the list
2025-03-05 21:55:52 +03:00
MOVETYPE_LAST,
MOVETYPE_INVALID = MOVETYPE_LAST,
2023-09-16 22:13:16 +03:00
MOVETYPE_MAX_BITS = 5
};
// edict->movecollide values
2025-05-12 01:41:11 +03:00
enum MoveCollide_t : uint8
{
MOVECOLLIDE_DEFAULT = 0,
// These ones only work for MOVETYPE_FLY + MOVETYPE_FLYGRAVITY
MOVECOLLIDE_FLY_BOUNCE, // bounces, reflects, based on elasticity of surface and object - applies friction (adjust velocity)
MOVECOLLIDE_FLY_CUSTOM, // Touch() will modify the velocity however it likes
MOVECOLLIDE_FLY_SLIDE, // slides along surfaces (no bounce) - applies friciton (adjusts velocity)
MOVECOLLIDE_COUNT, // Number of different movecollides
// When adding new movecollide types, make sure this is correct
MOVECOLLIDE_MAX_BITS = 3
};
// edict->solid values
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
// SOLID only effects OTHER entities colliding with this one when they move - UGH!
// Solid type basically describes how the bounding volume of the object is represented
// NOTE: SOLID_BBOX MUST BE 2, and SOLID_VPHYSICS MUST BE 6
// NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic)
2025-05-12 01:41:11 +03:00
enum SolidType_t : uint8
{
SOLID_NONE = 0, // no solid model
SOLID_BSP = 1, // a BSP tree
SOLID_BBOX = 2, // an AABB
SOLID_OBB = 3, // an OBB (not implemented yet)
2023-09-16 22:13:16 +03:00
SOLID_SPHERE = 4,
SOLID_POINT = 5,
SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
2023-09-16 22:13:16 +03:00
SOLID_CAPSULE = 7,
SOLID_LAST,
};
2023-09-16 22:13:16 +03:00
// GAMMACASE: Potentially obsolete
enum SolidFlags_t
{
FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests
FSOLID_CUSTOMBOXTEST = 0x0002, // Ignore solid type + always call into the entity for swept box tests
FSOLID_NOT_SOLID = 0x0004, // Are we currently not solid?
FSOLID_TRIGGER = 0x0008, // This is something may be collideable but fires touch functions
// even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)
FSOLID_NOT_STANDABLE = 0x0010, // You can't stand on this
FSOLID_VOLUME_CONTENTS = 0x0020, // Contains volumetric contents (like water)
FSOLID_FORCE_WORLD_ALIGNED = 0x0040, // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
FSOLID_USE_TRIGGER_BOUNDS = 0x0080, // Uses a special trigger bounds separate from the normal OBB
FSOLID_ROOT_PARENT_ALIGNED = 0x0100, // Collisions are defined in root parent's local coordinate space
FSOLID_TRIGGER_TOUCH_DEBRIS = 0x0200, // This trigger will touch debris objects
FSOLID_TRIGGER_TOUCH_PLAYER = 0x0400, // This trigger will touch only players
FSOLID_NOT_MOVEABLE = 0x0800, // Assume this object will not move
FSOLID_MAX_BITS = 12
};
//-----------------------------------------------------------------------------
// A couple of inline helper methods
//-----------------------------------------------------------------------------
inline bool IsSolid( SolidType_t solidType, int nSolidFlags )
{
return (solidType != SOLID_NONE) && ((nSolidFlags & FSOLID_NOT_SOLID) == 0);
}
// m_lifeState values
2023-09-16 22:13:16 +03:00
enum LifeState_t
{
LIFE_ALIVE = 0x0, // alive
LIFE_DYING = 0x1, // playing death animation or still falling off of a ledge waiting to hit ground
LIFE_DEAD = 0x2, // dead. lying still.
LIFE_RESPAWNABLE = 0x3,
LIFE_RESPAWNING = 0x4
};
// entity effects
2025-08-12 14:45:33 +02:00
enum EntityEffects_t : uint16
{
2025-08-12 14:45:33 +02:00
// EF_EMPTY = (1 << 0),
// EF_EMPTY = (1 << 1),
// EF_EMPTY = (1 << 2),
DEPRICATED_EF_NOINTERP = (1 << 3), // don't interpolate the next frame
EF_NOSHADOW = (1 << 4), // Don't cast no shadow
EF_NODRAW = (1 << 5), // don't draw entity
EF_NORECEIVESHADOW = (1 << 6), // Don't receive no shadow
// EF_EMPTY = (1 << 7),
// EF_EMPTY = (1 << 8),
EF_PARENT_ANIMATES = (1 << 9),
EF_NODRAW_BUT_TRANSMIT = (1 << 10),
EF_MAX_BITS = 10
};
#define EF_PARITY_BITS 3
#define EF_PARITY_MASK ((1<<EF_PARITY_BITS)-1)
// How many bits does the muzzle flash parity thing get?
#define EF_MUZZLEFLASH_BITS 2
// plats
#define PLAT_LOW_TRIGGER 1
// Trains
#define SF_TRAIN_WAIT_RETRIGGER 1
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// view angle update types for CPlayerState::fixangle
#define FIXANGLE_NONE 0
#define FIXANGLE_ABSOLUTE 1
#define FIXANGLE_RELATIVE 2
// Break Model Defines
#define BREAK_GLASS 0x01
#define BREAK_METAL 0x02
#define BREAK_FLESH 0x04
#define BREAK_WOOD 0x08
#define BREAK_SMOKE 0x10
#define BREAK_TRANS 0x20
#define BREAK_CONCRETE 0x40
// If this is set, then we share a lighting origin with the last non-slave breakable sent down to the client
#define BREAK_SLAVE 0x80
// Colliding temp entity sounds
#define BOUNCE_GLASS BREAK_GLASS
#define BOUNCE_METAL BREAK_METAL
#define BOUNCE_FLESH BREAK_FLESH
#define BOUNCE_WOOD BREAK_WOOD
#define BOUNCE_SHRAP 0x10
#define BOUNCE_SHELL 0x20
#define BOUNCE_CONCRETE BREAK_CONCRETE
#define BOUNCE_SHOTSHELL 0x80
// Temp entity bounce sound types
#define TE_BOUNCE_NULL 0
#define TE_BOUNCE_SHELL 1
#define TE_BOUNCE_SHOTSHELL 2
// Rendering constants
// if this is changed, update common/MaterialSystem/Sprite.cpp
enum RenderMode_t : unsigned char
{
kRenderNormal = 0, // src
kRenderTransColor, // c*a+dest*(1-a)
kRenderTransTexture, // src*a+dest*(1-a)
kRenderGlow, // src*a+dest -- No Z buffer checks -- Fixed size in screen space
kRenderTransAlpha, // src*srca+dest*(1-srca)
kRenderTransAdd, // src*a+dest
kRenderEnvironmental, // not drawn, used for environmental effects
kRenderTransAddFrameBlend, // use a fractional frame value to blend between animation frames
kRenderTransAlphaAdd, // src + dest*(1-a)
kRenderWorldGlow, // Same as kRenderGlow but not fixed size in screen space
kRenderNone, // Don't render.
2023-09-16 22:13:16 +03:00
kRenderDevVisualizer,
kRenderModeCount, // must be last
};
enum RenderFx_t : unsigned char
{
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxFadeOut,
kRenderFxFadeIn,
kRenderFxPulseFastWider,
kRenderFxGlowShell, // Glowing Shell
kRenderFxMax
};
enum BuiltInInteractionLayer_t
{
LAYER_INDEX_CONTENTS_SOLID = 0,
LAYER_INDEX_CONTENTS_HITBOX,
LAYER_INDEX_CONTENTS_TRIGGER,
LAYER_INDEX_CONTENTS_SKY,
LAYER_INDEX_FIRST_USER,
LAYER_INDEX_NOT_FOUND = -1,
LAYER_INDEX_MAX_ALLOWED = 64,
};
enum StandardInteractionLayers_t
{
LAYER_INDEX_CONTENTS_PLAYER_CLIP = LAYER_INDEX_FIRST_USER,
LAYER_INDEX_CONTENTS_NPC_CLIP,
LAYER_INDEX_CONTENTS_BLOCK_LOS,
LAYER_INDEX_CONTENTS_BLOCK_LIGHT,
LAYER_INDEX_CONTENTS_LADDER,
LAYER_INDEX_CONTENTS_PICKUP,
LAYER_INDEX_CONTENTS_BLOCK_SOUND,
LAYER_INDEX_CONTENTS_NODRAW,
LAYER_INDEX_CONTENTS_WINDOW,
LAYER_INDEX_CONTENTS_PASS_BULLETS,
LAYER_INDEX_CONTENTS_WORLD_GEOMETRY,
LAYER_INDEX_CONTENTS_WATER,
LAYER_INDEX_CONTENTS_SLIME,
LAYER_INDEX_CONTENTS_TOUCH_ALL,
LAYER_INDEX_CONTENTS_PLAYER,
LAYER_INDEX_CONTENTS_NPC,
LAYER_INDEX_CONTENTS_DEBRIS,
LAYER_INDEX_CONTENTS_PHYSICS_PROP,
LAYER_INDEX_CONTENTS_NAV_IGNORE,
LAYER_INDEX_CONTENTS_NAV_LOCAL_IGNORE,
LAYER_INDEX_CONTENTS_POST_PROCESSING_VOLUME,
LAYER_INDEX_CONTENTS_UNUSED_LAYER3,
LAYER_INDEX_CONTENTS_CARRIED_OBJECT,
LAYER_INDEX_CONTENTS_PUSHAWAY,
LAYER_INDEX_CONTENTS_SERVER_ENTITY_ON_CLIENT,
LAYER_INDEX_CONTENTS_CARRIED_WEAPON,
LAYER_INDEX_CONTENTS_STATIC_LEVEL,
LAYER_INDEX_FIRST_MOD_SPECIFIC,
};
enum ModSpecificInteractionLayers_t
{
LAYER_INDEX_CONTENTS_CSGO_TEAM1 = LAYER_INDEX_FIRST_MOD_SPECIFIC,
LAYER_INDEX_CONTENTS_CSGO_TEAM2,
LAYER_INDEX_CONTENTS_CSGO_GRENADE_CLIP,
LAYER_INDEX_CONTENTS_CSGO_DRONE_CLIP,
LAYER_INDEX_CONTENTS_CSGO_MOVEABLE,
LAYER_INDEX_CONTENTS_CSGO_OPAQUE,
LAYER_INDEX_CONTENTS_CSGO_MONSTER,
LAYER_INDEX_CONTENTS_CSGO_UNUSED_LAYER,
LAYER_INDEX_CONTENTS_CSGO_THROWN_GRENADE,
};
enum BuiltInCollisionGroup_t
{
// Default layer, always collides with everything.
COLLISION_GROUP_ALWAYS = 0, // "always"
// This is how you turn off all collisions for an object - move it to this group
COLLISION_GROUP_NONPHYSICAL, // "never"
// Trigger layer, never collides with anything, only triggers/interacts. Use when querying for interaction layers.
COLLISION_GROUP_TRIGGER, // "trigger"
// Conditionally solid means that the collision response will be zero or as defined in the table when there are matching interactions
COLLISION_GROUP_CONDITIONALLY_SOLID, // needs interactions
// First unreserved collision layer index.
COLLISION_GROUP_FIRST_USER,
// Hard limit of 254 due to memory layout, and these are never visible to scene queries.
COLLISION_GROUPS_MAX_ALLOWED = 64,
};
enum StandardCollisionGroups_t
{
COLLISION_GROUP_DEFAULT = COLLISION_GROUP_FIRST_USER,
2023-10-08 15:22:49 +02:00
COLLISION_GROUP_DEBRIS, // Collides with nothing but world, static stuff and triggers
COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
COLLISION_GROUP_PLAYER,
COLLISION_GROUP_BREAKABLE_GLASS,
COLLISION_GROUP_VEHICLE,
COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
// TF2, this filters out other players and CBaseObjects
COLLISION_GROUP_NPC, // Generic NPC group
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
COLLISION_GROUP_PROJECTILE, // Projectiles!
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
COLLISION_GROUP_NPC_SCRIPTED, // Used for NPCs in scripts that should not collide with each other
COLLISION_GROUP_PZ_CLIP,
2023-10-08 15:22:49 +02:00
COLLISION_GROUP_PROPS,
LAST_SHARED_COLLISION_GROUP,
};
#include "basetypes.h"
#define SOUND_NORMAL_CLIP_DIST 1000.0f
//-----------------------------------------------------------------------------
// Base light indices to avoid index collision
//-----------------------------------------------------------------------------
enum
{
LIGHT_INDEX_TE_DYNAMIC = 0x10000000,
LIGHT_INDEX_PLAYER_BRIGHT = 0x20000000,
LIGHT_INDEX_MUZZLEFLASH = 0x40000000,
LIGHT_INDEX_LOW_PRIORITY = 0x64000000,
};
// How many networked area portals do we allow?
#define MAX_AREA_STATE_BYTES 32
#define MAX_AREA_PORTAL_STATE_BYTES 24
// user message max payload size (note, this value is used by the engine, so MODs cannot change it)
#define MAX_USER_MSG_BITS 12
#define MAX_USER_MSG_DATA ( ( 1 << ( MAX_USER_MSG_BITS - 3 ) ) - 1 )
#define MAX_ENTITY_MSG_DATA 255
#define SOURCE_MT
#ifdef SOURCE_MT
class CThreadMutex;
typedef CThreadMutex CSourceMutex;
#else
class CThreadNullMutex;
typedef CThreadNullMutex CSourceMutex;
#endif
#if defined( CLIENT_DLL )
#define IsServerDll() false
#define IsClientDll() true
#elif defined( GAME_DLL )
#define IsServerDll() true
#define IsClientDll() false
#else
#define IsServerDll() false
#define IsClientDll() false
#endif
#endif